A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.

Dependencies:   mbed MotionSensor

Revision:
0:8e92b66a0755
diff -r 000000000000 -r 8e92b66a0755 N5110/Bitmap.h
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/N5110/Bitmap.h	Thu Apr 11 22:27:30 2019 +0000
@@ -0,0 +1,65 @@
+#ifndef BITMAP_H
+#define BITMAP_H
+
+#include <vector>
+
+// Forward declarations
+class N5110;
+
+/**
+ * @brief  A black & white bitmap that can be rendered on an N5110 screen
+ * @author Alex Valavanis <a.valavanis@leeds.ac.uk>
+ * 
+ * @code
+  // First declare the pixel map data using '1' for black,
+  // or '0' for white pixels
+  static int sprite_data[] = {
+    0,0,1,0,0,
+    0,1,1,1,0,
+    0,0,1,0,0,
+    0,1,1,1,0,
+    1,1,1,1,1,
+    1,1,1,1,1,
+    1,1,0,1,1,
+    1,1,0,1,1
+  };
+
+  // Instantiate the Bitmap object using the data above
+  Bitmap sprite(sprite_data, 8, 5); // Specify rows and columns in sprite
+  
+  // We can render the bitmap wherever we want on the screen
+  sprite.render(lcd, 20, 6); // x and y locations for rendering
+  sprite.render(lcd, 30, 10);
+  
+  // We can also print its values to the terminal
+  sprite.print();
+ * @endcode
+ */
+class Bitmap
+{
+private:
+    /**
+     * @brief The contents of the drawing, with pixels stored in row-major order
+     * @details '1' represents a black pixel; '0' represents white
+     */
+    std::vector<int> _contents;
+    
+    unsigned int _height; ///< The height of the drawing in pixels
+    unsigned int _width;  ///< The width of the drawing in pixels
+    
+public:
+    Bitmap(int const          *contents,
+           unsigned int const  height,
+           unsigned int const  width);
+
+    int get_pixel(unsigned int const row,
+                  unsigned int const column) const;
+
+    void print() const;
+
+    void render(N5110 &lcd,
+                unsigned int const x0,
+                unsigned int const y0) const;
+};
+
+#endif // BITMAP_H
\ No newline at end of file